Sea of Thieves Progression Idea

  • I was playing a game called The Hunt and I thought you should take a look at how they handle progression. It is something that is worth thinking about. They have a system where you can have multiple characters that you are leveling up, but they have something called bloodline where your overall progression is saved since you can lose a character if it dies.

    What if you had a simple pirate leveling system where you could choose certain upgrades as you level up a pirate. A 1-10 system where you can choose to maybe carry an extra shot for your pistol, or extra cannons, or faster fishing, etc...

    Nothing that would give too much of an advantage over a level 1 pirate vs a level 10 pirate. I would also suggest that you do not make it that hard to level up from 1 - 10, however, if you die, you lose your pirate. You keep all of your progression but that pirate is laid to rest. If you want to take this a bit further you can have several pirates that you can have in rotation so one is better a solo sailing or one is better at cooking food since that is the pirate you use for a larger crew.

    You want to have several leveling options to add variety but as I mentioned nothing that would give a too much of an advantage over one pirate over the other. You could separate your leveling into branches for combat, ship functions, survivability.

    Examples
    1: One extra shot for the pistol, or Blunderbus
    2: Can carry 5 extra cannons
    3: Can carry an extra plank, or food
    4: Can repair 10% faster
    5: Can cook 10% faster
    6: Can revive players a bit quicker
    7: Can fish a bit better
    8: Can raise the anchor a bit faster
    9: Turn the sails a bit faster

    Come up with big ideas for level 10 since losing these is risky
    1: 5% extra gold for turn ins
    2: Killing a level 10 Captain can maybe reward you with some extra loot should you find them

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  • I love the idea but on average I die 50 billion time a day by my crew or myself so I'd think it would be better to pick skills but not anything that would affect pvp as a extra bullet could be the difference of winning or losing a fight stuff such as cooking would take less time would be really useful like the higher hunters call rep you have the faster you'll cook things or your digs a 1.5x more efficient. This is a grate Idea dont get me wrong but having a extra bullet is huge and losing it all by dying once is a little to much... as I was typing this I had a better idea kind of like emissarys you could have the 1-10 level system and if you turn in at level 10 pirate you'd get a bunch of money. If someone kills you then you drop a skull that you'd be your level and they could turn it in unless you take back the skull and consume it and get your levels back or sell it for the price you would have got!

  • The bad thing about games that get popular is that people try to shoehorn those ideas into completely different games. You see this a lot when a new survival game comes out and everyone thinks that Mario should have to eat mushrooms to manage hunger and stay close to Podoboos to maintain heat in order to survive the level.

  • @judge84

    This idea your suggesting is collectively refered to as vertical progession. It is a topic often brought up and has been thoughly discussed.

    This game is built intentionally on horizantal based progression and for good reason. It is entirely skilled based game the only thing that set a day one player apart from a skilled vetern is skill. Any deviation will be seen as an unfair advantage a player will discrimate and target players that are disadvantaged no matter how insignifacant that advantage is percived.

    Case and point the behaviour of Kb/m versus controller and additionally Mics vs Mutes especially in open crew.

    This simply is not wanted in this game. However we have In-Session progression. This game is built on the foundation of "Tools not Rule" where player have access to all equipment from the start and use them to obtain better tools. Ex. Rowboat, storage create, kegs, CCB, Meat, Throwables ect. Which encourage player yo adventure and seek out loot so others can potentially steal it.

    Having the abilty to lvl up for power will just discourage player from actually thinking creatively and using tools in unique ways.

    Vertical progression is designed to full fill a power fantasy by giving a player a false sense of accomplishment and skill progression. We don't want fake skill we want players with real skill.

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